Logistics is easily the most important military tech item; the AI should really value it more.
Lavo_2
[quote who="One-Eye" reply="2" id="3551526"]1. Fleet formation seems easy enough -- send ships to the same location. But, I can't find the way to disband fleets or redistribute ships between fleets. The method from GC2 doesn't appear to me. I'm sure there's a simple answer, so forgive this simple ignorance![/quote] When you put multiple fleets onto the same tile, you should have the option to call up a fleet management tab; a new "Stacked Fleets
Maybe once people figure out how to decrypt a unit's .objgfxcfg and .ship files and get them imported into 3ds Max. Until then, you're out of luck I'm afraid.
[quote who="kestlstw" reply="4" id="3546000"]About half of those, like specializations types specifically said extreme worlds and invasion types should not be specializations because restricting those are too restrictive and not at all fun. This is my view of all of the "specializations" in the game as currently implemented. [/quote] Seconding; making the extreme world and invasion types a specialization is too much imo.
[quote who="NanakoAC" reply="2" id="3544800"]i had the same issue. Try deleting your galciv3 folder in My Games [/quote] Doing this will delete all of your mods, save games, custom factions, custom ship designs, and settings. Do not do this. Instead, rename the folder to something else, such as "galciv3-old" to see if this will even work.
[quote who="SpardaSon21" reply="4" id="3542520"]Yes, you pretty much have to re-do your entire mod from scratch, and yes, that is how the huge mods have done it, and yes it is a massive pain. [/quote] That isn't true; you can manually add in the needed lines to entity files for the most part. SoGE wasn't remade from scratch as there's no way that would have been feasible at the time.
[quote quoting="post"] 1) Allow the player to set autoupgrade on / off on the govern / economy screen. Place the radio button near the "reset all planet to global spending" icon. When on, everything available to be autoupgraded will be queued to autoupgrade on new turn. When off, nothing will be added to the queue, but it will not cancel upgrades either. [/quote] I really want to see this because would be useful as, personally speaking, I cannot stand auto
Seconding; I loved having colored resources, made it MUCH easier to identify what was what.
[quote who="Portalboat" reply="2478" id="3539329"]I know the base modifier for this is ExperienceConstantGainRate, but is there a way to add a constraint so that it only works while in friendly gravity wells?[/quote] This is not possible. Closest you can do is increase the amount of XP you get per kill in friendly gravity wells via ExperienceAwardedAdjustmentWhenInFriendlyGravityWell.
[quote who="Triggerhappy80" reply="719" id="3539105"]Anyone got any ideas?[/quote] Slap this file into your GameInfo folder; it will make the AI easier, though no guarantee that it will be that much easier, due the unfortunate inability to make AI bonuses scale with difficulty, as GoaFan mentioned: http://www.mediafire.com/download/mhan4kz9wux6h1p/RESEARCH_FORCEAI_AID.entity
If Steam machines would kill anything, it's console gaming, as Steam machines are a PC with the price point and physical appearance/size of a console.
I'm with Jafo here; minimum means the "worst" hardware you can have and still run the game without crashes. This may or may not include things such as severe FPS lag. Though in the absence of recommended specs, sometimes the minimum actually means recommended; this has lead to confusion I believe.
I entirely disagree on weapons, though rather than slapping in diminishing returns, it would be better to just put a hard cap on the amount of sensor arrays you could slap onto a ship, that is if this is even considered an issue, imo.
Also one reason to go down the sensor tree isn't for new sensor modules, but for passive sensor range buffs, which apply to ships that are already built and deployed. Getting a +20% sensor range boost is very rewarding on sensor buoys.
Yes, it is. You will have to make every gravity well have what I will call a "beacon". This beacon is a militia-owned, invulnerable, non-moving, and invisible, trade ship. For this ability, it will have to do two casts, an ApplyBuffToTargetsAtOrbitBody which applies the bonus/penalty, and an ApplyBuffToTargetsAtAdjacentOrbitBodies with a constraint of IsCargoShip to apply the "actual" bonus/penalty to every gravity well. The beacons for every gravity well, save stars, can be spawned via a sub
Having a passive ability on the ships/structures/etc of a given race that applies PhaseDodge to them is another neat way to have a race-specific constraint.
From the FAQ: Q. Are there any specific settings I should/shouldn't use? A. ... Additionally, if you wish to use the Dev exe, make sure ShowErrors and LogOutput are set to FALSE in your settings file; SoGE does several things that, while work without issue ingame, cause the exe to throw many error messages.
Post a screen shot of your Mods-Rebellion v1.82 folder please.
Also, do recall that races can start with different faction strings; it's purely in SoGE's case that this did not matter. Normally, these strings can be seen in the diplomacy window, at the bottom of the race relations modifier window.
Forks in SoGE, as previously stated, work via the depreciated faction mechanic. It must be noted that in this case a "faction" is merely a string entry; in SoGE's these are all empty strings. All races start as being part of the "IDS_PLAYERFACTIONNAME_NONE". Eventually, the fork comes up, there are two techs, both require the race to be part of the NONE faction via the following line: [quote]RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE"[/quote] Both of these techs the
I reported this back in beta 4 via ticket, and noted after beta 5's release that the bug has persisted, and as of the opt-in beta the issue is still unresolved.
I find all the secondary stats to be extremely important. Approval is for me one of the most important stats, easily the most important after the primary stats; losing it would make colony management much more time consuming. The only stat that isn't that important, imo, is tourism, and this stat is already mainly a sub-stat of income. I do agree with the Planetary Defense stat, however, what would you do with the already in place bonuses for this stat?
This isn't poor optimization; it's intentional. The game is actually using all of your CPU.
I also never hit the tab key when entering in race info... Lets do a test run to see if this holds. Yup, the race I made after hitting tab a bunch of times in the text portions did not save correctly.
[quote who="meepii34" reply="5" id="3533564"]Not sure if this is helpful or not, but I couldn't reproduce this error when I disabled sync with Steam cloud service. [/quote] To add to this, I have Steam cloud sync disabled and have been able to make multiple races without issue.